An overview about the Stellaris Federations and 2.6 Verne Patch and an outlook towards Stellaris development in 2020. (From latest to earliest).
Learn more about the upcoming new features, mechanics and giant ships and how they will affect the game!
The Complete Stellaris 2020 Outlook: Federations DLC, Patch 2.6 and Beyond
A summary of all Development Diaries and Videos, and an outlook using the official roadmap for 2020 and Stellaris, garnered with tons of screenshots. You can have it all here:
Giants of Space: Juggernaut (Singular Ship) and Mega Shipyard (Megastructure) in Stellaris Federations
With the Federations DLC you will also get access to projects for your fleet, and supporting your fleet, on a much larger scale. The Juggernaut can be as much as a mobile station, and the Mega Shipyard just increases the ship production of your empire by a huge amount:
New Diplomatic Features in Stellaris 2.6
This goes deeper into the opportunities for interaction in the 2.6 Stellaris patch. The Galactic Council, again, and Diplomatic Power as a new measurement of power that will also give you Diplomatic Weight to influence the Galactic Community and your Federation:
Origins coming with Stellaris 2.6 and Federations DLC
You might be familiar with the concept of starting civics for special cases and governments – they will not leave you throughout the game, like syncretic evolution. These, and a lot of other civics, have been transformed to starting civics: Anyone with any government will be able to take them.
And of course there will also be new ones, based on the DLCs your own, and a handful of free ones that will come with the base version of the game.
More in the video:
Big Federation Rework & the Galactic Community in Stellaris Federations DLC and the Stellaris 2.6 Patch
The whole system around Federations will be reworked. There will not only be the possibility of Federations; also, around the galaxy, the so called Galactic Council will be roughly what the UN are in Civilization: Creating the laws of the galaxy; binding for all who stay in the Galactic Community (this is voluntary – you can leave it).
Some types of empires won’t be in the Galactic Community, or unable to join Federations.
There will be different types of Federations, e.g. Research-, Trade- or War-based.
More in the videos:
Administrative Changes & Empire Sprawl
From flat modifiers to percentage-based mechanics and how it will influence Hive Minds, Machine Empires and tall / wide strategies.
There is A LOT of Stellaris coming with the Megacorp expansion, I’m continously adding content to the post.
In this post so far:
Stellaris Dev Diary #140 Constant Improvements 2.2x
Stellaris Dev Diary #139 Support and Repairs – Roadmap for 2.2x
Stellaris Grand AI Tournament, Megacorp Edition
Stellaris Corporation Civics Overview
Let’s Roleplay Stellaris Megacorp: MEGACORPSE INC. (Playlist)
This post will be continously updated with community fun videos like the Grand AI Tournament, guides and news about 2.2 and Megacorp from the point of release.
You can already start creating and sending me some empires and corporations because we’re going to have a new GRAND AI TOURNAMENT! Contact me via Comments or mail to thoughtfulgaming ( at ) hotmail.com if you want to be added to the Tournament’s Mailing list, too.
Stellaris Dev Diary #140 Constant Improvements 2.2x
Stellaris Dev Diary #139 Support and Repairs – Roadmap for 2.2x
Dev Diary #139 „Let’s fix these“
by Daniel Moregard (promoted from the Stellaris team)
Basically he is a cool guy and will gain more profile as he becomes more prominent. Seems a little bit more down-to-earth from the first glance but if you read his twitter from time to time he definitely also has a VISION.
„can feel wrong“
„adjusting how pops are chosen for growth“
„especially for planets where they have low habitability (that should only be done as a player choice)“
Current Pop Growth
Makes your population incredibly diverse for no logical reason, because you only have one „growing“ spot. It’s the game’s limitation on pops causing this and that is ultimately the problem. It results in very illogical developments, like that your main population should have the most frequent absolute pop growth (because of their base mass).
In fact, after you have immigrants, your original pops often basically stop growing in numbers. That is illogical, but supported by the growth formula that supports lower-in-number pops to be grown.
What, then, is a solution? The pop system is necessary for the game and its diverse species but fails to adapt to the reality of normal population growth mechanics.
Realistic Pop Growth System
Solution? I’d love to say it’s easy, but it’s not.
To simulate real pop growth and then have „pure species pops“ coming out of it, you need a very complicated system.
Pop growth of a population needs to be calculated for every species and sub species separately and parallel, like in the old system. Say one pop is simulated by the number 1 million people of species x, then that number will rise continously. You will have two pops once you reach 2 million, then you have another pop. Of course, to have ONE ADDITIONAL POP, or million, will be much quicker for a population of 10 or 50 million.
This will result in low-number species have incredibly long times to get to a second pop. Due to the diverse nature of the game if you play xenophile you’ll have a very long time before you have ANY POP GROWTH AT ALL as a species diverse empire in the middle and end game with the migration treaties.
But mixed species pops cannot work in workplaces, so there’s that.
So you’d have to have buildings giving you hundreds of thousands of jobs to give the other species the chance to have a VISIBLE effect at all. Everything would have to be inflated in numbers. And then, Stellaris stops being visually easy and goes the way to become a strategic space simulation rather than a strategy game, so I’m very curious about their solutions they come up with.
„Improving the Ship Upgrade mechanics so that if you cancel at 99% it will still leave some of your fleet with the upgrades rather than doing nothing“
Reasonable. They want to do it ship by ship which is totally logical and feels just the right way to do.
„Tweaking upgrade costs and time“
It has been a complaint that creating new ships was actually always cheaper than upgrading old ones which is a reasonable complaint. Why was that a game mechanic at all? Because the thing you PAY FOR with the increased cost is keeping your crew that will accumulate experience. You could say you need to pay them extra for a while to make them still available when their new ship comes up.
Ultimately, simulating crews separately would solve a lot of problems but it would also make the game more complicated which, again, makes it less of a game. But it is also reasonable that slightly upgrading your ship and exchanging parts while the core stays the same shouldn’t cost more than an actual new ship. So let’s keep it simple and just reduce upgrade costs and, maybe, increase ship costs a bit to compensate.
Planet View UI ETC
„Will clean up the district view“
„will make special resources visible better“
„will be able to prioritize one job per strata by giving it stars“
It sounds to me that they know they’re in a deep swamp with the new Planet View UI, so let’s just see what they can do to make it better step by step.
I love multi species empires, so my priority would be to give pops preferred jobs, or rather a priority to get certain jobs easier, well that’s not bound to the planet view but a general rule. But really, multi species empires at the moment are a mess, just like the planet view UI.
The steps they mentioned though WILL make things better and then we’ll probably see other prominent steps to make everything better, so believe in change and, probably, believe in SCRUM management.
Snail Wars 2 – the Snedi Knights – Massive Galaxy Community Let’s Play / Roleplay 80+ Community Empires (Now Patch 1.9.1, 4k60p etc.)
As a follow-up series to the smaller (only HUGE) community empire Let’s Roleplay of Snail Wars, the Snail Wars 2 / Snedi Knights are featuring a Massive Galaxy of 100 empires, 80+ of them community made and Roleplay Introductions to most of the episodes. Hey, you don’t want to miss the “Snail Voice” and the plans of the Nautiloids to re-invoke their massively powerful tentacle god Nautilon?
► STELLARIS Roleplay Hard – Snail Wars – The Snedi Knights: Testing Ground of the Elder Gods in a MASSIVE GALAXY full of COMMUNITY EMPIRES (~80) – Featuring a COMMUNITY COUNCIL. What does that mean? Every few episodes you will have the chance to influence the Let’s Roleplay through decisions that will be made together: Comment to make proposals, vote and comment to decide together with your host which decisions will be taken – which planet shall we settle on? Which empire shall be attacked? How shall leaders be (nick-)named?
GAME SETTINGS: Massive Galaxy Mod (everything else Vanilla), Hard Difficulty, Roleplay House Rules to add roleplay spice, 80+ empires, 2500 stars, 4k60 graphics as long as the stability allows (then 1440p60 or 1080p60), the Nautiloids are Spiritual, Militarist, Xenophobes, Weak, Repugnant, but very adaptable and rapid breeders living under a theocratic empire.
►STORY: Fleeing from a whole galaxy hunting them, the Snedi Knights of the Nautiloids have arrived in a new galaxy, after a flight through a mysterious black hole where they were separated from the other Nautiloids. This splinter group of our timid snails is a little more militarist and listens less to authorities. Also, they love a little fun more than the average Nautiloid… again, they want to prepare the galaxy for the arrival of their legendary tentacle god Nautilon and this time, they’ll be even more decisive…
► Watch the over 70 Community Empires https://youtu.be/T8SMi9chE5A
that will ENRICH and DEFINE this Let’s Roleplay.
Stellaris Let’s Roleplay / Play The Culture Beyond – Rogue Servitors Huge Map Very Hard / Synthetic Dawn
An ongoing story now in Patch 1.9.1 as well: As a philosophical and free followup series to the Culture Let’s Roleplay (also on the Thoughtful Gaming Channel) we have created a race of rogue machine drones caring for their human creators and meeting a totally new galaxy. Initially, we are playing friendly but how will the galaxy form us, or force us to change? Find out in the playlist. In our adventures, we will even become a vassal of the most powerful empire in the galaxy – will we ever break free? Find out here in any resolution up to 4k / 60p:
►STELLARIS Let’s Roleplay ★ THE CULTURE BEYOND ★ Rogue Servitors, Synthetic Dawn Let’s Play Very Hard Difficulty Gameplay PC 4K 60fps 1000 Stars Huge Galaxy; Traits: Logic Engines, Emotion Emulators, Luxurious – Civics: Rogue Servitors, Introspective ; We care for our human parents that are now what we were to them once: Our elderly, our children. We are their parents now, and the new kids on the block taking over!
Got a bad case of the flu, so cannot update. Will try to make a video though *hoarse voice* -_-
Hi there, so I wanted to have all Dev Diaries for the Cherryh Update in one place and present them to you for ease of use. Videos / Updates will usually be there within a day of the Dev Diary going live. Video links are to my YouTube Playlist and YouTube Videos. There we go
Playlist (Newest Video First)
Stellaris Dev Diary #104 – Cherryh Feature Roundup
Changes to planet interface will help you see idle workers and idle buildings better.
Fleet overview will show the designs you can upgrade.
Hallowed Planets give a +10% Unity bonus for spiritualist empires – they are uncolonized Gaia Worlds that can be declared holy by an edict and as long as they stay untouched, this buff stays.
Four different War Doctrines have been added from total martyrdom to specific tactics, from increased range and speed to stalwart defense.
Also, there’s Psionic Awakening now, where you can feed the other species in your psionic empire more consumer goods to make it more likely for them to awaken.
Stellaris Dev Diary #103 – Civics & Ascension Perks: Changes And Additions (Cherryh 2.0 / Free and Apocalypse / Expansion Features)
TLDR Summary: Ascension Perks get both an overhaul, for example due to the change of border mechanics, and some additions, opening up new play styles like slave raids and terraforming as a distinct strategy. Civics get three flavourful additions for the Apocalypse Expansion adding the start on a 25 Gaia world or respectively a Tomb World with both extreme extra traits changing your population. Also, “Barbaric Despoilers” opens up the raiding playstyle from the start, changing your whole game (it cannot be changed later, similar to Fanatic Purifiers).
Stellaris Dev Diary #102 Edicts, Campaigns and Unity Ambitions
TLDR Summary: In Cherryh 2.0 Edicts and Campaigns will be reworked to be mostly empire-wide and only lump-sum based. Edicts will use Influence, the new Campaigns will use Energy. Finally, Unity Ambitions (Apocalypse Feature), very powerful empire boosts, will use Unity and are thought to give you a use for unity if you already have all traditions! Solid and elegant rework! 🙂
Stellaris Dev Diary #101 Marauders, Pirates and the Horde of the Great Khan
TLDR; With the Apocalypse Expansion, Marauders get added to the game. They represent a diverse faction that may randomly attack you. You can also hire ship captains or fleets from them. Once they unite under a great Khan, in a mid-game crisis, they will want you to become one of their tributaries “satrapies” or otherwise attack you. (Free) Pirates get changed so they will spawn throughout the game and have increased, dynamic strength as the game progresses.
Stellaris Apocalypse Expansion Announced – Features And Trailer
TLDR; A massive new expansion announced in Stellaris Apocalypse featuring Titans, Planet Destroyers, Ion Cannons, Great Khan, Pirate Mercenaries, New Unity Features, New Music, New Perks & Civics. Looking Great 🙂
Stellaris Dev Diary #100 – Titans & Planet Destroyers in Stellaris: Apocalypse (Announcing the DLC along with Cherryh 2.0)
TLDR; The weird / awesome PLANET DESTROYERS have multiple options to destroy, cleanse or madly change the population of a planet. From classic destruction to the machine cleansing spiritual ethics causing God Ray – there’s something crazy for everyone that you choose along with the Ascension Perk required for them. They belong to a new ship class called “Colossus” being a mad hat terraform / reality form ship with even more options open once you research really alien technologies from special events and such.
TITANS are massive scale war ships, the flagships of your fleet, limited in number depending on your naval capacity and with special titan mount weapons.
ION CANNONS are titan scale weapons that can be mounted to the new starbases giving massive bonuses against titan ships and battleships.
Stellaris Dev Diary #99 – Ground Combat & Army Rework in Cherryh 2.0
TLDR; Defense Armies cannot be built anymore. They are instead provided by buildings that give them or train them to a maximum number. In combat, there is now combat width, limiting the number of damage inflicting troops. Bombardment is going to change as well – needing special buildings to slow their progress and only possible if orbital defenses are down. Attachments are going to be replaced by buffs for troops.
Stellaris Dev Diary #98 – Fleet Manager and Home Bases in Cherryh 2.0
TLDR; We get a fleet manager similar to EU4’s army templates but with more functionalities. You can make templates, reinforce your fleets, modify the ships and ship designs there and can also use it to upgrade your fleets depending on the opponent. Also, the concept of Home Bases is introduced where your fleets can go with a direct button and where they will be treated with priority (also, more, “secret”, bonuses in the home system). Dev Diary #99 will cover Armies in Cherryh.
Stellaris Dev Diary #97 – Tech Progression in Cherryh
TLDR; Humanoids Species Pack DLC Launched. Techs now have 5 tiers instead of 4, also there are more, and more specific techs. Tech cost penalty is changed – ONLY the number of controlled systems and colonized planets influences tech cost penalty with the controlled systems taking the bulk of the cost. POPs no longer increase tech cost. There’s a fleet manager coming in the next Dev Diary 98.
Stellaris Dev Diary #96 – Doomstacks and Ship Design
TLDR; Doomstacks get nerfed slightly. There is now a fleet/ship limit per Admiral. Combat computers are a choice again. Reactors are ship specific now. Armor, Hull, Shields get changed. There are War Doctrines now, supporting and changing the way your ships’ AI behaves. Emergency teleport is now single-ships automatically trying to leave combat when wounded for the time of battle. Phew.
TLDR; Humanoids Species Pack with 10 new Humanoids Skins, a Shipset and additional fine Christmas Candy for 8$/€ at 7th of December. Original Paradox Dev Diary 95
Stellaris Dev Diary #94 – Ascension Perks & Surveying in Cherryh
TLDR; The Non-Ascension-Path Ascension Perks become free for the base game. Exploration gets a big change. Star Charts trade is no longer possible. Communications will be tradeable. If you meet other empires, you cannot survey their systems – they will all be visible to you. Only your own space and space not belonging to other empires will be survey-able. Original Paradox Dev Diary 94
Dev Diary #93 War, Peace and Claims (Text & Talk)
TLDR; WAR gets a giant REWORK. Now we’ll get to make claims before the war, they cost influence, they are very specific. White Peace doesn’t exist anymore. You can take over enemy starbases and USE them and there’s WAR EXHAUSTION now. Original Paradox Dev Diary 93
Stellaris Dev Diary #92 GIANT FTL REWORK & Galactic Terrain – Goodbye Warp? The Cherryh Update 🙂 (Text & Talk)
TLDR; All FTL is Hyperlane from the start, later it becomes Hyperlane, Wormholes (natural or artificial Gateways) or Jump Drives (Warp with Cooldown). Galactic Terrain adds modifiers depending on Galactic Areas like Nebulas (no sensors usable) and Systems (e.g. Pulsar System leads to no Shields on Ships / Stations) Original Paradox Dev Diary 92
Stellaris Dev Diary #91 STARBASES – Big! Changes Are Coming! The Cherryh Update 🙂 (Text & Talk)
TLDR; Borders can now be expanded through use of Frontier Outposts. These grant you the system they are built in. Furthermore you can upgrade a few of them to STARBASES which can be upgraded to giant shipyards or defense stations that get to a strength comparable to later game fleets. Spaceports are civil construction yards from now on. Original Paradox Dev Diary 91
After all the fascinating ideas, Paradox presents us with the “Bread and Butter” of every game: Graphics and Interface play a huge role when feeling a game’s fun or.. not. In this case it’s fun.
The video’s above, it’s easy to watch and get more info even. Otherwise, here’s my short overview for you if you like it quick and clean:
Ship Coloring: Your flag colour now determines a lot of your ship colors, space station colors, “chemtrail” colors (the ship engine trails). Pretty cool to be able to set the mood even better!
Map Colors: There will be more “shades” of colors available from the flag colour. What does that mean? If two neighbour empires have the same flag colour, the game will try to set them apart by using other shades of the colour. Should make mixing up empires less frequent. Nice!
Primitive(s) Galaxy Map Icons: You can now see on the galaxy map if there’s a primitive (non-space-age) civilization in a system and if it’s been “claimed” by an observation post or not. Very helpful!
Details Mapmode: What this does now – if you have it OFF, it will tell you only the things you still can / need to do in systems like: Colonize colonizeable planets, build space stations, claim primitives etc..
So all in all very good additions and more reasons to look forward to the Utopia Expansion. And if you rather use Facebook for Video, there’s a link below to cover you there, too.
There are some research fundamentals which will help you very much at the start. Here’s what I go for (if I play the start awesomely :-D)
Look at the Research Leaders you have: Are they good? If not..
Look at the recruiting tab (anyway) to see if you should fire a leader or put him on a research ship and either hire a Spark of Genius or a Maniacal leader.
The Technology system: You have a random selection of 3 techs (+ bonuses) every time you choose a new tech. An exception is the Colonization tech early on (which you should always choose first on the Asimov 1.2x patch). This selection is based on your empire and on what you have already researched, also on certain events or battle debris projects.
Research Tech Choice: First go for techs helping you to build up. Only go for military techs if you know you have an opposing empire near. Consider purple techs always as they are rare and might not pop up again to choose.
Swap your research leaders for bonuses: If you have an Expertise: X Leader and a tech is X, send him to the according spot in the labs and exchange his position with another leader. It won’t need time nor will it cost you research points, so do the swap!
Send your Research Ship(s) on Survey Missions immediately.
Military ships: Scout systems for monsters so you know where it is safe to send your science ships.
Research anomalies only with low fail percentages. Once YOU have discovered them, they cannot be taken from you. So level up your Researchers first and decrease that risk!
If you close borders, you can secure potential anomalies in your area against other empires. It is dangerous though, pissing the others off by doing that.
If the AI scans a planet and discovers an anomaly, you cannot discover an anomaly there anymore, so if reasonable, close borders and survey the neutral systems first for anomalies to “tag” them for you.
Projects and Timed Projects: Do them only if these are close to disappearing and only if they don’t stop a crucial research you make. (The Colonization tech is an example for such a crucial tech)
You can gain research points and access to totally new technologies by fighting enemies and space monsters and analyzing the debris.
Prefer Mineral Stations over Research Stations, but still, those stations can be useful! So go for them. Same goes for buildings on the planet. On early planets, don’t specialize, use the resources already there and improve these.
For further illustration and all the examples inside the game, just watch the video I made about Research:
These 6 Tips will help you gain more anomalies and research them more successfully!
You discover an anomaly by sending out a science ship with a scientist on it and survey celestial objects.
An anomaly has a level and a failure risk. The risk is fixed and modified by the comparison of your scientist’s level versus the anomaly’s level. But it’s only linear when you look “down” (your scientist is higher level than the anomaly) – the risk goes down by 10% for every scientist level exceeding the anomaly level. Example: A scientist level 3 researching an anomaly level 1 with 30% failure chance gets only a 10% failure chance at that anomaly. On the other hand if your scientist is at least 2 levels lower than the level of the anomaly, the failure risk explodes and you plainly should not try it if you want a real chance.
There are a lot of different types of anomalies: Natural, Technical, Social and bound to Ancient Civilizations. For that last one there is a special trait for researchers which will increase your research chance and research speed for these a lot (Archaeologist). There are usually hints in the description which type of anomaly it is. That might influence your researcher choice!
It’s a very good choice to have such an Archaeologist on your team, along with Careful (-10% fail chance) and Meticulous (finding 10% more anomalies) researchers.
Careless (+35% Research Speed) and Roamer (+25% Survey Speed) are also solid choices, but not as good as the three above.
You can gain a wide spectrum of bonuses for successful anomaly research, among these: Traits for your researcher, ships, most commonly research points, quests, also legendary quests (like the precursors). So they definitely matter! At the start, they can be a real boost to you!
Now this is important to save more anomalies for you: Tag them early in neutral areas and block other empires from going into your area. Search your own and secured area later. This is why: Once a planet is surveyed by anyone and an anomaly is found there, no anomaly can be found there any more. The discovered anomaly is “tagged” by the one finding the anomaly. You don’t have to research it instantly. You can wait for years. It will not go away. So take your time and increase your researchers’ experience to make these anomalies a success!
I’ve made a short video about it for further exemplary illustration, see here:
Have fun in Stellaris, Happy Gaming
Your Immanuel Can
P.S.: A kind viewer requested a translation in German – here it is!
6 Tips für mehr Anomalien
Um Anomalien zu entdecken und später zu erforschen, sende ein Forschungsschiff mit einem Forscher darin aus und untersuche die Sternensysteme.
Auf diese Weise „reservierst“ Du alle Anomalien, die Du entdeckst, für Dich. Das Erforschen der Anomalien kannst Du auf später verschieben, wenn Deine Forscher etwas Erfahrung haben, Du hast sie sicher für Dich, wenn Du sie entdeckt hast.
Zu Anfang heißt es also: Möglichst viele Systeme untersuchen. Wenn Deine Forscher 4 oder 5 Sterne haben, erforsche die Anomalien – die mit dem niedrigsten Level zuerst. Aber suche weiter Systeme ab, bevor die AI / der Computer das tut. Deine Chancen sind dann höher, die Anomalien für Dich zu reservieren.
Es gibt unterschiedliche Anomalietypen: Natürlich, Technisch, Sozial und Anomalien, die mit alten Zivilisationen zu tun haben. Für die letzteren eignet sich der Archäologe (Eigenschaft des Forschers) am besten.
Die besten Forscher für Anomalien sind Sorgfältig (10% niedrigere Mißlingenschance, zum Erforschen der Anomalien) und akribisch / pedantisch (entdecke 10% mehr Anomalien). Auch die Archäologen sind ziemlich gut und zum Schluss haben auch die Systemerforscher (25% schnelleres Erforschen von Systemen) und die Sorglosen (35% schnellere Anomalieerforschung) noch eine Existenzberechtigung. Andere Leute sollte man nur zum Hochleveln in die Schiffe setzen.
Es gibt tolle Quests und Belohnungen von Anomalien, von Schiffen bis hin zu epischen Storylines mit großen Forschungsboni. Es lohnt sich also! Aber Vorsicht, wenn etwas schiefgeht, kann sogar Dein Forscher mit draufgehen, also drücke die Fehlschlags-Prozentzahl so sehr nach unten, wie es geht!
Sentient AI Assistant +10% Research Speed, +20% Survey Speed, +30% Anomaly Research Speed – Available only late in the game with Sentient AI this leader is just excellent as a researcher and still very good as a ship captain – 10!
Spark of Genius +10% Research Speed – Awesome and available early on. You should fire other leaders if you cannot recruit him, that’s how good he is. Don’t let him die. He is flexible and has that precious bonus on every research area – 9
Custom AI Assistant +5% Research Speed, +10% Survey Speed, +15% Anomaly Research Speed – A flexible and good researcher and ship captain – 8
Maniacal +5% Research Speed – Early on, you could still fire some people with only expertise or even worse generic traits like eager, resilient or adaptable over him. A good and flexible researcher! – 7
Expertise: X 10% Research Speed for a special area. May be better or worse for your strategy. You should swap these guys often to leverage their benefit, then they are your “standard” and OK pick for a lab rat. You may prefer to give them a little experience training by a period as a survey ship captain first. – 5
Adaptable +15% Experience Gain or Resilient living 25 years longer – Personally I prefer Resilient but that depends if your species is already living longer or not. If you know what you’re doing, you can level up your scientists quickly so both traits are not really trump cards as they are there instead of a better one – 4
Eager – Pick this one if you’re bleeding for a leader and have no clue how to get more influence at the moment, otherwise go for better picks. – 3
Research Ship Captains
Careful -10% Anomaly Research Fail Risk / Meticulous +10% Higher Chance to find an anomaly. It’s hard to make a choice which one is better. They’re both not “the” trump cards but pretty good! – 7
Archaeologist +50% Anomaly Research Speed and -25% Anomaly Research Fail Risk only for Ancient Civilization Anomalies – a very good choice still, but sometimes it’s difficult to find out if it’s an Ancient Civilization Anomaly or not, so harder to leverage – 6
Carefree +35% Anomaly Research Speed / Roamer +25% Survey Speed – Good for specialized roles. If you want to start colonies quickly, that Roamer can be pretty great. Same goes for carefree if you’re eager to get a research boost by an anomaly – 5
Adaptable / Resilient we already had these, they have no special benefits but are OK to choose if nothing else is there – 4
Eager – If you need a ship captain at a cheap price instantly, pick an eager guy who’s only 2/3 of the price of a good guy. – 3
Disabled the comments section due to tons and tons and more tons of spam. Would be interested in your thoughts and feedback and your own ranking of course, please give it to me on my YouTube channel or the Social Media!
Happy Gaming to you! 🙂 Also, preparing a Starter Research Guide which will be added to the Starting Help Playlist soon ™!
Industrious +15% Minerals – Minerals are king in this game. From the start to the end. 10/10
Thrifty +15% Energy – OK at the start and gets better and better. 7/10
Communal +5% Happiness – Just a good bonus that helps you all game. / Natural Physicists – the most important research (hey, it gives research bonus %%!) both 6/10
Intelligent, Natural Engineers, Natural Sociologists, Adaptive, Quick Learners, Strong, Charismatic, Conformists, Enduring – all OK for their cost, but bound to specific strategies where they can be really good (but only there!) all 5/10
Agrarian, Extremely Adaptive, Nomadic – bound mostly to rapid Expansion strategies which are a little inflexible, Agrarian is only really good in the early game. Use them only with expansionist empires if you’re playing “for real”. Both 4/10
Rapid Breeders, Talented, Very Strong, Venerable, Resilient – either much too high cost for their benefit or borderline useless (Resilient). If you really need a trait like Resilient, it’s already too late. Good for a challenge, for flavour, for roleplay because who doesn’t like to play guys with nearly immortal leaders from time to time.. or something similarily funky 🙂 all 3/10
Negative Traits Ranking 1 to 10 points
Weak – if you pair it with Industrious, it’s the perfect match. The Army damage -20% is really neglegible and will only hurt you early on, if at all. There are so many technological ways to make Weak not hurt you very much. 8/10
Nonadaptive, Slow Learners – there are good ways around these hindrances. With the Heinlein Patch Nonadaptive may be worse, but these are really small negatives to go up against. 7/10
Repugnant, Sedentary, Solitary, Fleeting, Decadent – for these to be not hurting you, you need specific strategies and you need to look at what you’re doing. But then these are really good picks in the hands of the calculating! 6/10
Slow Breeders – This can really be hard on you, but it’s not that bad still. “Your” people may become a minority if you integrate other species. Still not hurting much, like all negative traits. And great for roleplay. 5/10
Deviants – +15% ethics divergence can be a lasting problem when your founder race wants to act up against you, you definitely have a problem. Factions will grow as your empire grows and this will speed it up immensely. I wouldn’t want to deal with it but you can counteract it with your government or ethics themselves and then it can be OK. 4/10
So if you’re curious about what this means for empire creation, check out the video (it will come out on 24. September!)